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#1
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As I suggested before, why not just have an option for historically accurate AFV kills, at least against aircraft-mounted guns? If you don't like it, just turn it off. That way, people who want the ability to shoot up dozens of tanks to emulate the purported feats of the IL2 at Kursk and the Typhoon and P-47 in Normandy will still be happy. I don't think that anyone is suggesting that rockets are overpowered, or that it's unrealistic for a single aircraft to shoot up dozens of soft ground vehicles. The only issue is that cannon-equipped aircraft are a too effective against medium and heavy tanks. The simple solution would be to just double or triple "panzer ratings" for those vehicles against aircraft guns. A better solution that would require a whole lot more work would be to provide hard targets such as ships and tanks with a "damage resistance" or "hardness" rating, where unless energy from a shot exceeded a certain threshold, there's no penetration. After that, you'd have some sort of "hit point" mechanism for generalized damage, with either more detailed modeling for "critical hits" to engine, drivetrain, ammo or crew, or just a fixed percentage chance for a critical hit of some sort. |
#2
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A .50 cal round that penetrates has a 0.05 chance to completly obliterate the target, and additional 0.2 chance to do significant damage(target stops moving/shooting/both). The other 0.75 chance it would do nothing of significance. A 75mm projectile that penetrates then could destroy the target in 0.75 cases, do significant damage in 0.2 cases and do nothing in 0.05 cases. This adresses the every penetrating hit a kill issue and allows damaged vehicles. Disadvantage is that there is no differenciation between shots that barely penetrate and those that do easily if both projectiles are fired by the same weapon. Solution would be to base random chance tables on remaining energy after penetration. |
#3
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I think it would be more or less simple to do it, there should be a difficulty option:
1, arcade mode: no change, everything stays as is now. 2, realistic mode: 7.62 could destroy unarmored vehicles only 12.7mm effective up to APCs. All tanks, including light ones invulnerable 20mm, same as 12.7, but small chance against light tanks. 23mm, effective up to light tanks, small chance against medium. Heavies invulnerable. 30mm, effective up to medium tanks, heavies still invulnerable. 37-45mm, effective up to medium, small chance against heavies. 75mm, kills everything easily. |
#4
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Look guys, the way it is, if a projectile doesn't penetrate, it doesn't kill. You can spray all the 7.62 into even a lightly armoured tank, and nothing will happen.
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#5
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#6
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I disagree, decent non-penetrating hits can cause spalling of the inside surfaces of the armour. 7.62 is unlikely to "kill" a tank. |
#7
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I disagree about spalling with 7.62mm on heavy tanks, it should do, as it apparently currently does, nothing.
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#8
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I didn't say that 7.62 would cause spalling. But a projectile does not need to penetrate the armour to "kill" the tank. |
#9
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Other than entertain the crew inside with rain-like sound. ![]() (proven, a relative of mine was a panther driver) |
#10
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I was referring to the game. But yes, even none penetrating hits can in theory kill in real life.
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